[DF] Dragonlance
Has anyone made a conversion of the Dragonlance setting to Dungeon Fantasy? (I'd prefer the old 2nd edition setting rather than any of that new-fangled stuff).
Mages use "Incantation magic," which is the closest to the memorization system. The three orders of magic specialize in different magic - their knowledge of all Paths are capped by the Paths they specialize in. White robes specialize in Augury and Protection, Red robes specialize in Elementalism and Mesmerism, and Black robes specialize in Necromancy and Demonology. Mages get bonuses to spell casting and extra spell slots when their moons are in a favorable position. Bard magic is not affected by Priests follow the gods of Good, the gods of Evil or the gods of Balance. Good priests get the standard spell list in DF. Evil priests get the Unholy priest spell list. Balance priests get their own spell list which is on a need-to-do list. Paladins and rangers can buy access to certain spells from the priest or druid list. Knights of Solamnia get their own set of special abilities based on following the Code and the Measure. |
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Memorization system can be done via "modules" of hung spells: there are a set number of points that can be allotted to spells - the wizard sets up everything - energy cost, duration, etc before hand. Aspected Magery is something else to look into. |
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I don't have it handy, but I did a conversion of the magic system before GURPS DF was a seperate product.
Wizards used vancian magic and had to buy Magery as part of levelled packages based on robe color. Spells were divided into levels based on PRQ and each had their own slot for vancian modular abilities. Different colleges were barred to different robe colors with a very small number being put in a new "universal" college. I believe nobody got healing, plant, or animal. Clerics used ritual magic. Colleges were granted per god with one to three colleges getting a +1 as appropriate. Both used threshold magic from Thaumatology. Wizards couldn't buy those advantages free-form, but only as part of the level-packages. Threshold refill rate and calamities were somewhat affected by the moons. Clerics could buy the advantages, but they didn't have the option of exceeding the threshold unless their god deemed it worthy. Otherwise, the tap was just turned off. |
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I generalize what I did into "GURPS magic systems in D&D" which more geared to plugging in the various magic systems into D&D. |
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I also had an eye toward running the chronicles (still on bucket list) so I wanted a big seperation between divine & arcane. |
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The last time I played through Dragonlance the important element appeared to be that all True Prophets must explode after they deliver their prophecies to the PCs.
Why? I don't know"why?" but it happened twice. Being a True Prophet probably counts as Terminally Ill. Serendipity plays a major role. The only time we ever needed a lock picked we had just rescued 23 kender. By all means have fun but don't sweat the mechanics. |
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Just use standard GURPS magic, and play Dragonlance in the style of GURPS. Just tweak the spell list a little if you feel it necessary, then play. Minimal work needed! Take the usual racial templates for elves, dwarves, and so on that already exist in GURPS. Modify the halfling template to kender. Come up with a couple of others like draconians. Done. If you wanted to play in the style of D&D, you'd play D&D! Choose GURPS to play in the style of GURPS. |
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I was a Dragonlance fan too long ago to have thoughts about what kinds of magic seem to belong in the setting, but its not the kind of setting where mages are like any other kind of artisan billing by the day. |
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The wiki sums up Low Magic as "The magical equivalent of home remedies. It is magic that anybody might pick up, without systematic formal study, and used in everyday life or emergencies." It is Craft Magic, Mysteries of the Trade, Oaths, and Single Spells (instinctive or learned under stress, picked up as a knack) |
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That section is followed by Formulaic magic. Also the wiki has the following references * GURPS Fantasy 160 * GURPS Magic Items 3 pg 24 * GURPS Fantasy pg 162-3 * GURPS Fantasy pg 147 So it did shuffle things around a bit but it was likely to make them flow a little better. Quote:
I say mana based magic because "Unified Metaphysical Theories / Magical Psi" (GURPS Powers pg 181) states "In some settings, “magic” and “psi” both tap the same energies, in one case by study and formal disciplines, in the other by raw talent and willpower." The Fanmade Five Earths, All in a Row setting mixes this idea with Roma Arcana's idea that spirits rather than some energy power magic. This is how Fantasy Earth has magic and spells even though it is No Mana. GURPS is not just a toolbox but a lego set. |
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All the aspects are easily emulable, BUT I would suggest to trim down the many allignment-based rules: Dragonlance magic was a headache because appartently in the '80 it was perfectly sound to constantly track a complex three Moon phase calendar on top of the nonsensical 2Ed rules... Only to have Black robes incapable of throwing a fireball.
Same goes for Knight of Solamnia: 3 different classes for the same character archetype.. And for what I remember the Knight of the Rose was basically OP. ...also somebody said kender? |
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As the Gamespy article "Magic & Memories: The Complete History of Dungeons & Dragons - Part III" relates D&D during 2Ed became highly Balkanized with settings like Forgotten Realms and Planescape having every widening and incompatible rule systems. The Complete (insert name of class here) Handbooks just aggravated the problem. Regarding the kender that showed up in Dragon #101; love the expression on the magic-users' face — classic "I should have stayed in bed" look. |
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GURPS spell economy is based on middle-classed wizards having steady work. That's just not the world setting. I don't think it's a reflection of the spells. |
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The thing I really wanted to emulate for alignment-based rules in wizards, though, was that black-robes rise to power faster while white gained more power in the long run. |
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GURPS uses "High Fantasy" to describe rare magic settings. What magic exists is focused in a handful of items or people or limited to deities. For example, Greek Mythology would be "High Fantasy" as spell casting by even demigods is next to nil. What magic does exist is the product of the gods or potions. Actual spell casting is effectively absent. Low fantasy by contrast is the setting where magic is common and a part of everyday life. Merlin-1 is a Low fantasy setting. |
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The Dragon article "For King and Country" (Dragon #101 Sept 1985) explored going with a trait system and the reasons the alignment tended to have issues. |
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As the wiki (with references) points out Dungeon Fantasy 1: Adventurers suggestions of requiring "heroes to spend $40+ per point for “guild training” before they can “level up” and gain new abilities" is a majorly bad idea as demonstrated by AD&D1e's 1500 gp/level/week (DMG1e pg 86) "Once a character has points which are equal to or greater than the minimum number necessary to move upward in experience level, no further experience points can be gained until the character actually gains the new level." The Dragon #97 (May 1985) article "Only Train When You Gain" outlined why this was (and is) a bad idea: "The DM, who sees that he is losing the players’ interest, realizes he must do something. It is at this point that he takes the first step toward a Monty Haul campaign. Whether from the players’ urgings to do something and stop being "“unfair",” or as the DM’s own idea, the next group of orcs the characters kill happened to be guarding a chest full of 8,000 gp, instead of the normal copper or silver, and a magic item that can be sold for additional gold. By some coincidence, this is just enough money to pay for everyone’s training." "If gold is given away in large amounts, magic generally flows much more freely as well, allowing characters to grow ultra-powerful and creating a Monty-Haul campaign that quickly becomes tiresome for both DM and players". Wise GMs should just ignore this idea as it was bad was dropped in AD&D2 (1989) for a reason. Why somebody thought suggesting a GURPSifyed rule that resulted into so many broken campaigns that it was abandoned over 20 years ago is beyond me. |
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It's like using steel pieces to buy steel armor. Makes no sense. Totally usable. |
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It is beyond my ability to understand human mind why one would use obsolete, abusable, fictional and nonsensical concepts like "classes", "allignment" and "levels" in a system that left them in the dust decades ago.. (see also Cyberpunk 2077).
Those are the most atrocius ways to arrange and balance gameplay and party dynamics. |
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The problem is it creates the situation of why don't high level character to go low level are and just one shot all the things causing issues for the locals? For example, in WOW I took a Draenei Death Knight back to the Draenei starting zone when the Death Knight first appeared to level up the secondary skills (First aid, herbs, and potions). The DK was OP back then and having a Draenei as one just cranked up the OP factor to 11 even at level. In a low level zone it was like shooting fish in a barrel. "For King and Country" explained that "alignment" was a quick way to address the issue of why players were killing what often as not were thinking creatures - if your character didn't 'put them down' odds are it would "wreak whatever havoc it possibly could on society until it was destroyed." "In the real world, good and evil are invented concepts. Societies label their own values as good, and those of the enemy (or the threatening or the unknown) as evil." Threads like gamegrene's When The Moral Compass Goes Haywire show how the very concept of alignment breaks down in anything resembling a "realistic" campaign. Even the most "Evil" villains in of history generally did not set out to be the opposite of what they knew was right and good. They were the "heroes" of their own "story". Traits such those used in GURPS give both the players and DM a better idea of what a character's behavior might be. In GURPS terms Vlad Tepes Dracula had Bloodlust (Turks, Boyars, 'Criminals'); Code of Honor (Pirate); Honesty; Intolerance, Turks; Sadism (9); Sense of Duty (to 'honest' people of Walachia); Vow (Uphold the faith/protect Walachia). Doesn't that give you a much better picture of how to handle him than simply saying CE or perhaps LE? |
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Take, Queen of the Demonweb Pits (Q1) for example. The very idea that a Level 10–14 party could take on what amounts to a goddess is jaw dropping unreal. Lolth is insane enough with just the stats in the book: AC -10 (yes negative 10; AC 10 is very roughly akin to Dodge 8)/ - 2; 88 HP; had what amounts to a Toxic attack and a Binding attack. Magic resist of 70% (roughly between MR 11 and 12 based on the percentage); "able to heal herself at will, up to thrice/day"; "not affected by weapons which are not magical, silver does her no harm (unless enchanted to at least +1), and cold, electrical and gas attack forms cause only one-half damage." Then there were all the Clerical (35 at 16 level) and Magic-User (25 at 14th level) spells she could cast. And she had psionic abilities of 266 on top of all that. ("minor devotions of body equilibrium, clairvoyance, domination, and the major sciences of dimension walking, mind bar, molecular rearrangement, and probability travel". All at 16th level of ability/experience) Throw in the powers form Dieties and Demigods and even a level 20 party that faced her would be lucky to survive the encounter even if they were at full strength (which given what else was there they wouldn't be). |
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Deities and Demigods (which came out the same year) added these abilities to her powerset: Command ("no saving throw vs. this divine ability"): Mind Control [50] Comprehend languages: Gift of Tongues and Gift of Letters combined (special spell) Detect alignment: NA in GURPS Gate: Planar Summons (spell) - limited to mythos Geas: Great Geas (spell) Quest (no saving throw): Lesser Geas (spell) Teleport: Jumper [100] and Warp [100] True seeing: Aura (spell) More over in GURPS Lolth would likely become even more ridiculous per Objects of Power - if items made by deities change Sanctity and the deity themselves should on par with running into a Major Object of Power. Kind of hard for your Cleric to do anything in what, for them, is a No Sanctity area. |
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I like the version of Skeletor in the latest He-man cartoon where he actually takes over the planet. Allies that don't have rocks for brains, confident but not to where he makes dumb moves. Back to the topic. Real old D&D wasn't well balanced and if you translate many things to GURPS their power goes up. For example, I'm surprised the first official GURPS version of a Lich doesn't have a phylactery. The Dragon #26 article “Blueprint for a Lich” shows that a lich effectively has at least Unkillable 2 and likely Unkillable 3 - as long as you can't find their phylactery. Totally destroy the original body? The Lich just takes over a preprepared corpse near the phylactery and once it fully acclimates to the new body it goes back to what ever it was doing. And Lolth is more powerful than one of those things as all deities have Unkillable 3 outside of their home plane of existence per Deities and Demigods. The 'Deities get everything from their followers' mechanic in GURPS Religion ups the power — as long as they have worshipers a deity cannot truly be defeated much less killed. ("For King and Country" suggested something like this way back in the 1980s) Revenge? Unless they are petty, beings with Unkillable 3 will play on people's ignorance. if people think they are destroyed then they will attribute the actions of the being to that of minons or Fanatical followers leaving the being to do what ever it was doing before the party "killed" it. |
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Point is that A LOT of nonsense in the original D&D has been embedded in RPGs and, when mixed with lazely lifted stereotypes from LOTR you got a pretty good picture of "Standard" Fantasy...
Of which Dragonlance is a clear example (If I remember correctly in one book there is also a mention of Christmas). Just remember that the main character is a "Bad Guy" whose main personality trait is being an insufferable a*hole but which every body is in love with. D&D power levelling was (at least up to 3.5/Pathfinder, no idea on newer releases) totally bonkers, to the point that "I defeated the Terrasque with only 3 of my 5 rings" was almost a meme. The only pass I can give to those pesky level/class /allignment rigidity is when those concepts are elevated to Cosmic absolutes... And then you start to get really weird and interesting stuff, like Planescape or Wrath of the Immortals that took all this and pushed it to 11 to say something a bit more meaningful about our daily boring lives. |
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The power creep is real. 5th edition character are more capable than 3.5, but they have far, far fewer magic items. There's more emphasis on the characters' innate abilities and less on the gear they carry.
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Alignment can be a great trope, but it needs to be integrated into the setting as in Three Hearts and Three Lions or George and the Dragon (not sure about the Elric books). If its just a vague "goodies or baddies?" plus mechanics which imply it is a cosmic force, it fails.
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Note that like original D&D Elric doesn't "do" Good and Evil where Three Hearts pretty much makes Law and Good and Evil and Chaos the same things. Elric mostly ends up rooting for Balance and is pretty directly responsible for why so many old Greyhawk NPCs were Neutral. |
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"For King and Country" pointed out that " Each and every intelligent being would be motivated by some absolute cause which would be perceived by all as the same thing. Thus, a paladin not only would believe himself to be good, but would be seen as good even by his enemies." By AD&D1 standards James Bond would be an evil character (the 00 denotes him as an assassin) but he certainly not see "that woe and suffering are desirable ends in and of themselves." Few evil characters do. Also many times the official alignments just didn't make sense. Take Tiamat, for example. She is given LE in 1ed MM and yet 1ed Deities and Demigods effectively tells she is the Babylon Tiamat - whose domain was Chaos. The Greek section is similarly bonkers. Many of the deiteis given "good" alignments were evident Neutral in later editions. Hades got Neutral Evil but that isn't supported in the actual mythology either. |
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The Paladin knowing that there was no way to cure the poor wretchs and come next full moon they would terrorize the countryside had them painlessly executed at which point he got hosed by the alignment system because since it was daylight he had killed 'innocent' women and children. And this was an actual example of how to use alignment! To be fair many characters in comic books and cartoons of the 1960s through 1980s tended to be Lawful Stupid or Chaotic Crazy. Then you just had Icky Creepy. Take the Silver Age Superman - a paragon of LG if there ever was one. Then you get into some of the stories... "Have you ever wished you could see a grieving Man of Steel pushed to the limits of his sanity, having a make-out session with a robot, trolling beauty contests for Lois lookalikes and tricking a woman into marrying him under the pretense of being someone else? If so, then Superman #215 (Apr 1969) has the story you've been looking for." Nightwing in his Confessions of a Superman fan page Let's not forget he "watches Brainiac and Luthor kill two people and because he really, really doesn't like the victims, turns a blind eye while they haul off the bodies (and even says, "Thanks")" I should mention that Michael A. Stackpole lamblated the D&D alignment system in his Pulling Report |
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Yahtzee in his review of Fable 3 shows why labeling things "good" and "evil" is nonsense: "I thought the game would end when the evil king was overthrown, but when the revolution batters down his door he basically says, "Fine, you be king then. Oh, and by the way, an evil black primordial slime is going to come and slaughter us all one year from now. Toodle-e-oo." (...) You're given a number of decisions to make as ruler and must choose whether to continue your brother's evil policies in order to raise the arbitrary sum of six million gold coins required to fight off the black goo after the year's up, or blow the entire treasury on making the lives of your citizens happy if short, the Logan's Run option." Based on his review description every policy what would prevent your subjects from becoming Shxogoth chow are "evil". As Yahtzee put it "why can't we keep the evil policies until the Shoggoth has come and gone, then reverse them all? Surely one year of hardship is better than one year of picnics followed by Armageddon. But no, not an option. Castle Albion was apparently built on a leaking gas main." |
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Since comics were aimed at (or were perceived to be aimed at) kids, that was eventually changed to a more 'black and white' moral arrangement, eventually becoming very simplistic, with contradictions that even kids could perceive. It got loser again in the 70s and 80s when comics started being pitched more to a teenaged audience. But (and this touches on alignment, too), it rapidly became clear that the lack of black and white moral rules also led to story problems, as became somewhat blatant in the 90s. Alignment in RPG settings serves as a way to make moral choices something other than personal preferences and 'my side' (and to justify the intense violence). If morality is purely the creation of the people and societies it applies to, it really doesn't mean anything, and you end up fairly quickly with 'power/winning is what really matters'. If morality is going to matter at all, it can't be 100% relative and subjective, because if it is Enlightenment logic will dissolve it away, leaving untrammeled self-interest. ('Murder hoboes' is a cliché for a reason.) But if the objective alignment system ignores the complicated messiness of realistic situations, you end up with situations where the PCs are not able to distinguish between 'necessary evil' and 'blatant immorality', like the difference between killing a lycanthrope to save other people, or killing someone because they are inconvenient, or acting purely out of revenge and calling it 'justice', as opposed to genuinely seeking justice (but what precisely constitutes justice?). Among Palladium gamers, it's a cliché that a Principled alignment character (the highest good alignment) will get the party into more trouble than a Miscreant character (sort of their version of milder evil), because the Principled character, like the Paladin example, is obligated to behave in ways that ignore practicality. (Of course it's in these gray areas that the most interesting character conflicts can exist, because it's awfully easy to go from 'necessary evil' to 'convenient' while lying to yourself. As Jim Butcher pointed out about moral conflicts, gray does exist. But he likened it to a software art program, where when you mix black and white to get gray, you reach what is effectively black well before you get all the way to the numbers that officially define 'black' in the program.) Is slavery evil? Of course. Should a Good PC oppose it? Of course. Is a prisoner condemned to a chain gang for a crime a slave? Well, in the strictest technical sense yes, but suddenly things get complicated. What was the crime? Does it justify the punishment? If the answer is no, should the PC free the prisoner? What will the practical consequences for the PC's friends and family be if he does? Suddenly the simple rule has gotten very messy and complicated, but that doesn't mean the simple rule is invalid or wrong, just that it's messy when it comes into contact with reality. Or to put it another way, is Batman responsible for the deaths the Joker inflicts because Batman refuses to terminate the Joker? It doesn't have an easy answer, and either 'yes' or 'no' leads to messy uncomfortable implications. The alignment system endures because it actually serves a function. How well it serves it is another issue. |
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And what systems other than D&D have an alignment mechanic? |
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In the absence of actual laws and religious beliefs, alignment was a way to tell a player when he was getting out of line. But even the definitions of what the alignments changed and what alignment the gods had also changed. As Moore's "it's not Easy Being Good" article shows alignment could be easily misused - even by people that supposedly "understand" the system: "Killing the captives could well be the only alternative the Paladin is left with, yet if done the DM might say it was evil and remove the player’s alignment and status as a Paladin." Even before players grow out of this simple Silver Age mentality alignment is more of a hinderance than a help because what an alignment means has to be defined. But "how does one define concepts that in the real world have no absolute meaning? There is no way to do it except to choose a particular value system and declare that it applies universally to the gaming universe." How can Tiamat who is the embodiment of Chaos be Lawful Evil as Deities and Demigods goes out of its way to talk about Taimat's battle with her son Marduk but ignores the fact that in the Babylon mythology Marduk and his siblings had gone off and murdered her husband Apsu to usurp his throne. Another example is in regards to Athena and Medusa. Athena turned Medusa into the snake haired thing for Medusa being raped in her temple by Poseidon because Medusa 'desecrated Athena's sacred space'. The fanfic "The Watchman" has Rorschach read Athena the riot act for not only that but giving Perseus the means to kill Medusa in her sleep. And yet Athena is given the alignment Lawful Good in the 1ed of Deities and Demigods?! On what planet and using what official definition is that acceptable behavior for LG?! And people wonder why in some early games Paladins acted like Kore in the webcomic Goblins and kept all their Paladin abilities and alignment. GURPS Religion used more general terms like Benevolent, Malevolent, Meddlesome, Indifferent, Observant, Oblivious, Forthright, Mysterious, Codal, and/or Random |
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Chivalry & Sorcery 1e had an alignment characteristic rated from 1-20 measring how in line with honorable and churchly behavior you were. If you let PCs pick their alignment number it was alright as a statement of how they intended to play their characters. The early suggestion that you rolled it randomly on a D20 was pretty much a non-starter. Over 4 more editions it has evolved first to "piety" and then to "spiritulality" which determiens how likely you are to get miraculous aid. You may even track "current spirit" pts now. Of course all Star Wars rpgs have had thire Light v. Dark mechnisms and their imitators tend to imitate that too. Lots of more modern games have some sort of "corruption" mechanic. They just don't have the opposite of "corruption". |
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Daffy Duck in 'Ducking the Devil' (1957) is a prime example of how a GURPS-like mechanic work better than an alignment. After bringing in the Tasmanian Devil in (and admitting "I -am- a coward. A craven scared to death coward" in the process) one of the bills falls into the cage and Daffy goes berserk saying "Its mine, mine, mine." and beats the snot out of the Tasmanian Devil. "I may be a coward but I am a -greedy- littlecoward." In D&D terms there is simply not enough to put an alignment on Daffy from one 10 minutes short but witha trait system you can give him two traits right after the bat Coward and Greed. Assigning 9 and 6 to the resistance you have a Daffy that behave much the way he does in later cartoons - especially when his greed overwhelms any sense of self preseravation. Interestingly Sfdebris has a play through on one of the Star War games as a light side Sith shows that "evil" characters can do good things. Before Disney did the sequels there was Kreia who took a deep look at the two sides of the force and found both wanting though in different ways. Piers Anthony's Incarnations of Immortality series is another example of how alignment is setting dependent - the Offices of Death and Evil have very specific behavior requirements of Neutral and Evil but are Zane and Perry really these alignments by the D&D system? |
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It was implied that the Joker had (has?) an ability similar to Vandal Savage in the movie Doom where Cheetah calls his claim he is immortal and rips out his throat with her claws. He falls down bleeding all over the floor and then gets up and casually hits Cheetah in the face with the back of his hand. So, yeh in regular continuity DC gave the Joker a variant of Unkillable 2. Wonderful. /s |
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Of course, were I GM and found myself in this situation (likely due to poor planning, as I'm not enough of a jerk to purposefully put a player in such a Catch 22 situation), if I decided executing the victims violated the Paladin's code, I wouldn't just let him/her go through with it and then say "Congratulations! You're now a Fighter with no Bonus Feats*!" Rather, I'd either just outright tell the player "That violates your vows as a Paladin, are you sure you want to go through with it?" or have the player roll against a relevant skill (probably Religion) to figure out if this was a violation... and on anything but a Critical Failure would probably say something along the lines of "You aren't sure if this behavior would be acceptable for a Paladin, perhaps you should consult an expert." *Which is something I said to a player of a Samurai character who violated his code of Bushido, but I had given ample warning beforehand, and even let him take back the action that led to loss of his class features, now that he knew I was serious. He abandoned the character and made a different one not long later. All that said, I'm not a huge fan of alignment systems. I do kind of like them as cosmic forces, but where a character still has sufficient volition to go against type. Of course, that's likely to end up with the type of setting where such forces can be summarized with "Good isn't always good, and Evil isn't always evil." |
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I don't think the Virtues and Sins of Pendragon are like an alignment system, they are more like advantages and disadvantages. But they do show that if you start from a clear definition of what those cosmic forces are, its much easier to make a coherent set of rules for alignment with them.
Moving back to the original topic, it seems like the three schools of wizardry and the chromatic v. metallic dragons are the key 'alignment-related' elements of the Dragonlance setting. Representing those is much more important than converting Protection from Evil into GURPS mechanics. |
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I'm a little biased but i like to put the blame on that catholic fanfiction about norse myths that's always popoing out in a way or another. |
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Its hard to underestimate how much the late 20th century setting designers in the USA were influenced by Protestantism regardless of their personal convictions and practices (including retellings of world myths by 19th and early 20th century western Christians). People coming from a Christian background tended to read myths from other cultures in a certain way, such as seeing Set as a figure of evil. And the mid-20th-century stories of indifferent cosmic forces added to the mix. But we are getting off topic. Dragonlance is not a very sophisticated setting, but it can be modelled without having to solve these general problems. |
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The Middle Earth Role-Playing game (MERP), at least in second edition, has 'Alignment Role Traits,' which are vague and have a range of possible axes like 'Good....Neutral....Evil,' 'Free Enterprise....Neutral....Socialism,' or 'Metaphorical....Neutral....Literal.' How important the traits are in-game I'm not sure, as I read about the game but never played it, and the book isn't as well-organized as I'd like for this purpose (it honestly looks like the trait is just there because they thought it was supposed to be there, so it's being used as one of the ways your psychology is defined, along with 'Personality Role Traits' and 'Motivation Role Traits'). Maybe Rolemaster has more information, but I either don't have books for that, or do but can't find them.
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I'm pretty sure they were put in there because the designers thought that characters should be more than just a bundle of bonuses, spells, and gear. |
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The Paladins of the Scarlet Crusade in WoW still have their Paladin powers even though they go around killing anyone (man, woman, child) that they believe is afflicted with the curse of undeath. Samurai are much in the same boat though while they didn't live up to the ideal Bushido was not what the WWII propaganda film Know Your Enemy, Japan tried to paint it as either - "sanctioned double dealing as an art to be cultivated". Shogun (based on the story of William Adams) is closer to the reality. GURPS Japan has Bushido outlined as * die rather than fail in task. * commit ritual suicide without hesitation if ordered to do so. * answer any challenge or insult to his lord. * always be polite to his equals and superiors * cannot overlook disrespect from a social inferior; such disrespect is usually punished by death. That last one is why one of the Samurai lops off the head of a peasant in Shogun. They were original Lawful but could be any alignment from 3.5 on. Quote:
Yahtzee in his review of computer games has said he has no use for moral choice systems as you ether had to be either an effective LG Mary Sue or CE Murder Hobo to get the "best" endings. |
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While considering philosophical and ethical question of alignments is fun, it's clearly overthinking something that was never meant to be that deep. In the end "Evil Gods" are needed because Fantasy needs violent action, and this is the simplest way to have "Evil minions" that can be mindlessly killed without a second thought. ...the fact then that those evil minions are almost always part of some "evil races" and/or "evil society" with troubling representation is a can of worms way over the intended scope of this thread. |
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For ex, the Black Wizards have their own codes and rules that they follow...but an organization dedicated to evil for its own sake would not. The membership would be driven by self-interest unless forced to abide by a stronger power. As Tolkien observed, 'evil is non-cooperative'. Takhisis does eventually betray her fellow dark gods, but in practice you would expect that constantly from all of them. To use another fictional illustration of why this kind of contradiction happens, consider the Sith from the Star Wars decanonized 'legends' stories. The premise is that the Sith inevitably end up betraying each other, and this lets the Jedi overcome them even when the Sith have the edge tactically. So Darth Bane sets up his 'Rule of Two' to constrain and harness that tendency. The idea is that there can be at any time only 2 Sith, a master and an apprentice. The apprentice, when he or she thinks they are strong enough, is supposed to kill the master, assume the senior position, and train a new apprentice to keep the lineage going. If the apprentice challenges the master and fails, well, that proves the apprentice was too weak and needed to be replaced anyway. If the apprentice overcomes the master it means the apprentice was now stronger and the Sith get stronger. Of course, this requires the Sith to display a (at least potentially) good trait: self-abnegation in the service of a higher cause. The current Sith lord must be prepared to train and instruct an apprentice, knowing that sooner or later the apprentice will try to kill him. Why do it? It makes the Sith as an order stronger and advances their revenge on the Jedi. Of course that contradicts the stated nature of the dark side of the Force. Bane and other Sith lords acknowledged that the Dark Side was all about power for the sake of power, self-aggrandizement, holding power and coveting power. Which means that a Sith Lord who has done away with his master ought, in the nature of the Dark Side, refuse to train an apprentice in the first place. There's nothing in it for him! What does he care if the Sith lineage continues after his death? He's dead at that point, not his problem! Why would he care about revenge on the Jedi order for stuff that happened centuries before he was born, to the point of sacrificing his life for it? That's not in his interest! It makes no sense for a character to be intentionally devoted to 'evil for the sake of evil'. The concept is almost gibberish. |
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With cosmic forces in play, well, that right there is your "stronger power" forcing them to work together, even if some degree of betrayal is allowed (but, again, someone with Chronic Backstabbing Disorder probably isn't going to be trusted). If you've got Evil Gods of roughly comparable power, and without some Evil Ubergod over all of them, a policy akin to Mutually Assured Destruction can keep them in line (or having all the gods bound to a Vengeance Pact, so that if any one of them betrays another all those that remain will be required to gang up on and destroy the betrayer). Or just keep in mind the gods are also in the above Prisoner's Dilemma. As for the Sith, I suspect those with Force Sensitivity have some sort of compulsion to spread their knowledge - it just feels wrong not to have someone training under you. The Jedi use this impulse to try to make the Galaxy a better place; the Sith use it to create useful pawns to further their own goals. And the more powerful the potential pupil, the stronger the compulsion, hence why Sith tend to get apprentices that end up capable of overthrowing them. Alternatively, there's a survivor bias - only powerful apprentices are able to survive the sorts of schemes their masters get them into, so masters tend to go through a lot of apprentices until they get one powerful enough to both survive the schemes and overthrow them. There's also probably the classic "that would never happen to me" trap humans are naturally inclined to fall into at play here. |
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I will say that antagonists who see themselves as altruists working towards a goal that will help a group of people are more interesting than those who don't, but interesting is not the same as realistic. |
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EDIT: I'll note this isn't so much about realism, as it is wanting the actions of the heroes to matter. Quote:
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*Of course, the more jaded interpretation isn't "whatever I happen to agree with at the moment," but rather "whatever benefits me in some way." But I digress... Quote:
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IMHO "Evil is stupid" is simply the byproduct of a certain allegy to politics and ideology that's typical of mainstream fictional products (especially from USA).
An "Evil" character should have understable, if not empathetic, goals; should have a system of belief (even if alien and/or wicked) a strategy and a personality to face those matters. But that's a lot of work (often not even protagonists check all those boxes) and if you do that too well you end up with a likeable antihero (especially if you put him against a poorly defined status quo) so the simple path is to have antagonists "that want to see the World burn... Just because" and call it a day. That's not only stupid, but silly: kindergarden stories have more believable antagonists. |
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In general the idea of being specifically "team evil" is problematic; wanting to do something because it is evil isn't completely unheard of, but most evil is just "I want X and I'm indifferent to the suffering I cause acquiring X" with the occasional "I want to cause suffering" (typically only in a limited group of people), and neither of those inherently creates a faction.
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1) Get Key supporters 2) Control the Treasure (this gets a little wonky when you "treasure" is built enterally on debt ) 3) Minimize Key Supporters Also the Sith canonically (at least before Disney nuked the Extended Universe from orbit) went to the two Sith system because thanks to their power for the sake of power, self-aggrandizement, holding power and coveting power that they kept becoming like the Star Trek Mirror Universe ie so backstab happy you wondered how on earth they got anything done. As for "final destruction of the Sith" as The Philosophy of Kreia shows the Force will not let the Sith end because there must be "balance" — yin vs yang...forever. Remember the Force effectively set up the Jedi with a Delphish prophesy that the Chosen one would bring "balance" to the Force. Anyone who stepped back would have said 'wait a minute what exactly does that mean?' but no the Jedi happy go off and set things in motion that effective led to their own destruction never considering this "balance" would cause them to fall as they were the "dominate" group. While The Old Republic || The Force is Conflict is a Sith view it fits better than what the Jedi claim the force is about. Heck, in the original trilogy Palpatine got thrown into a power core of a Death Star that blew up and yet he shows up as the ultimate big bad in the sequels causing those familiar with the lore going 'what does it take to actually kill this guy?!' Film Theory: The Uncomfortable Truth about the Jedi Order (Star Wars: Jedi are Evil) and The Jedi are Evil take hard looks at the Jedi and they don't come off as that good. |
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Er...
As much as I understand that Youtube has become a sort of global repository of human (un)knowledge some of your points are way off target: - That Rulers video is based on an infamous book that tries to apply Kissinger's doctrine to Cuba and, being unable to make sense of it, just spew out nonsense about social healthcare and education (that are sold like a bad thing because again the point of view is the one of 'murikan imperialism: "it must be because of some mysterious Key holder! People are worthless!") - Star Wars (and especially the extended canon) is not a good example for anything related to politics, ideology or philosophy: it's simply a moral story for 6 years old where protagonists and villains are color coded. Kotor 2 is another bad example because it was a game released with a lot of content cut or underdeveloped. If you want a look beyond the force duality there is something in "Star Wars Rebels" but make your own search since that come out way after i stopped to care about the IP. I mean it's not difficult to find better examples for discussing believable "Evil Representation", have you read the news lately? |
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But to actually train an apprentice with everything you know, to actually try to make him as strong or stronger than you, goes against self-interest in a very profound way. The only way that makes sense is if the Sith Lord cares more about the continuation of the Sith, or making sure the Sith lineage is as strong as it can be, than he does about his own interests. Which cuts against the essence of the Dark Side. There is a stage of evil past the absolute self-interested one, a stage only a handful of people ever display, and that's total nihilism, malicious hatred of everyone and everything including oneself. But that, too, doesn't lend itself to training apprentices to replace you the way the Sith supposedly do. It's somewhat believable that Darth Bane might hate the Jedi so passionately that he's prepared to sacrifice himself through his Rule of Two to prepare the way for the Jedi's destruction down the road. Bane had, after all, tangled with the Jedi. But why would Darth 14th care about destroying the Jedi five centuries or so down the road? What does he get out of it? Pure evil becomes self-destructive or at least self-obsessed. It's almost definitional. |
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*From what I've read, Dooku was obsessed with finding and defeating the Sith, and he left the Order on account of their unwillingness to entertain the thought the Sith were anything but extinct. It's never made any sense to me why, if he were so obsessed with defeating the Sith, he would opt to join them. But I digress... |
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Palpatine was an exception on that, he kept Vader (he thought) inferior to him in power as a policy. But the others more or less did it. Not always exactly along the lines of the Rule, but close enough for it to work. Some of them were disappointed that their apprentices seemed weak or indecisive. Which feeds back toward the original theme of the discussion. Trying to portray 'evil for evil's sake' as a philosophy almost never works believably. Tolkien knew that, for ex. Even his portrayal of the greatest evil of them all, Melkor, isn't a champion of Evil for Evil's sake. He's a champion of Melkor. Melkor fundamentally resents the fact that God is God, and Melkor is not. He is motivated by his own hatreds and lust, but he doesn't follow a philosophy of evil. He is evil, and originates evil into the universe, but not for its own sake. As his primal rebellion proceeds, he reaches a point where he wants to unmake everything, but there again, it's not evil for evil's sake that motivates him, but his own personal hatreds. Sauron, even more so, is not motivated by 'for the evuls' as such. He wants power and control, Sauron wants to rule the world. Sauron is a champion of Sauron. Along the way, the natural effects of corruption have made him sadistic and lustful and destructive, but he doesn't strive to do eveil for the sake of evil. He strives to make himself King of the World. Likewise, Sauron's allies ally with Mordor for familiar diplomatic and nationalistic, cultural, and economic reasons. The Haradrim don't stand with Sauron because they believe in being Evil, they ally with Sauron because they share a historic and pragmatic hostility to Gondor. Ditto the Dunlendings' alliance with Saruman against the Rohirrim, the Dunlendings allied with Isengard because they have warred with the Rohirrim in the past, and want to conquer the lands of Rohan. Perfectly conventional motives. And of course some of the people fighting for Sauron were mercenaries being paid. Again, not Evil for Evil's sake. There are various ways to play 'chaotic evil'. 'Evil for evil's sake' produces weird results. |
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As I mentioned using King and Country and other articles as references alignments work best in simplistic games where world building is borderline nonexistent with NPCs little more than info/rumor/quest dumps for the heroes. The more complex the setting is the less functional alignment becomes with special pleading needed to make the chosen alignment even make sense. It also dodges the key question - where exactly are the boundaries between the alignments? |
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